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* Instrument editor now uses TGUI (#81923) ## About The Pull Request Instruments now use TGUI as their editor which is pretty cool. It's mostly a 1:1 remake of the HTML UI except I did make a change to make the playback options a little more compact, leaving some more space for the editor before you have to scroll, and some other minor things that were made to make the UI hopefully nicer to look at and mess with. When there's a song to play - While playing, Repeat section can't be edited  Help section and UI when there's no song put in  ## Why It's Good For The Game It is yet another step in finishing up https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view Instruments especially were in a poor spot because they didn't respect things like ``IN_USE`` to not refresh if it's not the "UI" you are on, and such. ## Changelog 🆑 refactor: Instruments now use TGUI. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Instrument editor now uses TGUI --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
189 lines
7.9 KiB
Plaintext
189 lines
7.9 KiB
Plaintext
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/obj/item/instrument/piano_synth
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name = "synthesizer"
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desc = "An advanced electronic synthesizer that can be used as various instruments."
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icon_state = "synth"
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inhand_icon_state = "synth"
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allowed_instrument_ids = "piano"
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var/circuit_type = /obj/item/circuit_component/synth
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var/shell_capacity = SHELL_CAPACITY_SMALL
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/obj/item/instrument/piano_synth/Initialize(mapload)
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. = ..()
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song.allowed_instrument_ids = SSinstruments.synthesizer_instrument_ids
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AddComponent(/datum/component/shell, list(new circuit_type), shell_capacity)
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/obj/item/instrument/piano_synth/headphones
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name = "headphones"
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desc = "Unce unce unce unce. Boop!"
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icon = 'icons/obj/clothing/accessories.dmi'
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worn_icon = 'icons/mob/clothing/head/costume.dmi'
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lefthand_file = 'icons/mob/inhands/clothing/ears_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/clothing/ears_righthand.dmi'
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icon_state = "headphones"
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inhand_icon_state = "headphones"
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slot_flags = ITEM_SLOT_EARS | ITEM_SLOT_HEAD
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force = 0
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w_class = WEIGHT_CLASS_SMALL
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custom_price = PAYCHECK_CREW * 2.5
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instrument_range = 1
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circuit_type = /obj/item/circuit_component/synth/headphones
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shell_capacity = SHELL_CAPACITY_TINY
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/obj/item/instrument/piano_synth/headphones/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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RegisterSignal(src, COMSIG_INSTRUMENT_START, PROC_REF(update_icon_for_playing_music))
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RegisterSignal(src, COMSIG_INSTRUMENT_END, PROC_REF(update_icon_for_playing_music))
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// Called by a component signal to update musical note VFX for songs playing while worn.
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/obj/item/instrument/piano_synth/headphones/proc/update_icon_for_playing_music(datum/source, datum/starting_song, atom/player)
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SIGNAL_HANDLER
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update_appearance()
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/obj/item/instrument/piano_synth/headphones/update_icon_state()
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. = ..()
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icon_state = "[initial(icon_state)][song?.playing ? "_on" : null]"
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/obj/item/instrument/piano_synth/headphones/spacepods
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name = "\improper Nanotrasen space pods"
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desc = "Flex your money, AND ignore what everyone else says, all at once!"
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icon_state = "spacepods"
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worn_icon = 'icons/mob/clothing/ears.dmi'
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inhand_icon_state = null
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slot_flags = ITEM_SLOT_EARS
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strip_delay = 100 //air pods don't fall out
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instrument_range = 0 //you're paying for quality here
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custom_premium_price = PAYCHECK_CREW * 36 //Save up 5 shifts worth of pay just to lose it down a drainpipe on the sidewalk
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/obj/item/circuit_component/synth
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display_name = "Synthesizer"
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desc = "An advanced electronic synthesizer that can be used as various instruments."
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/// The song, represented in latin alphabet A to G, that'll be played when play is triggered.
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var/datum/port/input/song
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/// Starts playing the song.
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var/datum/port/input/play
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/// Stop playing the song.
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var/datum/port/input/stop
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/// How many times the song will be played.
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var/datum/port/input/repetitions
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/// The beats per minute of the song
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var/datum/port/input/beats_per_min
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/// The volume of the song
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var/datum/port/input/volume
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/// Notes with volume below this threshold will be dead
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var/datum/port/input/volume_dropoff
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/// Note shift
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var/datum/port/input/note_shift
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/// Sustain Mode
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var/datum/port/input/sustain_mode
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/// The value of the above
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var/datum/port/input/sustain_value
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/// If set the last held note will decay
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var/datum/port/input/note_decay
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/// The list of instruments which sound can be synthesized.
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var/datum/port/input/option/selected_instrument
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/// Whether a song is currently playing
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var/datum/port/output/is_playing
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/// Sent when a new song has started playing
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var/datum/port/output/started_playing
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/// Sent when a song has finished playing
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var/datum/port/output/stopped_playing
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/// The synthesizer this circut is attached to.
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var/obj/item/instrument/piano_synth/synth
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/obj/item/circuit_component/synth/populate_ports()
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song = add_input_port("Song", PORT_TYPE_LIST(PORT_TYPE_STRING), trigger = PROC_REF(import_song))
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play = add_input_port("Play", PORT_TYPE_SIGNAL, trigger = PROC_REF(start_playing))
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stop = add_input_port("Stop", PORT_TYPE_SIGNAL, trigger = PROC_REF(stop_playing))
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repetitions = add_input_port("Repetitions", PORT_TYPE_NUMBER, trigger = PROC_REF(set_repetitions))
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beats_per_min = add_input_port("BPM", PORT_TYPE_NUMBER, trigger = PROC_REF(set_bpm))
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selected_instrument = add_option_port("Selected Instrument", SSinstruments.synthesizer_instrument_ids, trigger = PROC_REF(set_instrument))
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volume = add_input_port("Volume", PORT_TYPE_NUMBER, trigger = PROC_REF(set_volume))
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volume_dropoff = add_input_port("Volume Dropoff Threshold", PORT_TYPE_NUMBER, trigger = PROC_REF(set_dropoff))
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note_shift = add_input_port("Note Shift", PORT_TYPE_NUMBER, trigger = PROC_REF(set_note_shift))
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sustain_mode = add_option_port("Note Sustain Mode", SSinstruments.note_sustain_modes, trigger = PROC_REF(set_sustain_mode))
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sustain_value = add_input_port("Note Sustain Value", PORT_TYPE_NUMBER, trigger = PROC_REF(set_sustain_value))
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note_decay = add_input_port("Held Note Decay", PORT_TYPE_NUMBER, trigger = PROC_REF(set_sustain_decay))
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is_playing = add_output_port("Currently Playing", PORT_TYPE_NUMBER)
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started_playing = add_output_port("Started Playing", PORT_TYPE_SIGNAL)
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stopped_playing = add_output_port("Stopped Playing", PORT_TYPE_SIGNAL)
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/obj/item/circuit_component/synth/register_shell(atom/movable/shell)
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. = ..()
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synth = shell
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RegisterSignal(synth, COMSIG_INSTRUMENT_START, PROC_REF(on_song_start))
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RegisterSignal(synth, COMSIG_INSTRUMENT_END, PROC_REF(on_song_end))
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RegisterSignal(synth, COMSIG_INSTRUMENT_SHOULD_STOP_PLAYING, PROC_REF(continue_if_autoplaying))
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/obj/item/circuit_component/synth/unregister_shell(atom/movable/shell)
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if(synth.song.music_player == src)
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synth.song.stop_playing()
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UnregisterSignal(synth, list(COMSIG_INSTRUMENT_START, COMSIG_INSTRUMENT_END, COMSIG_INSTRUMENT_SHOULD_STOP_PLAYING))
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synth = null
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return ..()
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/obj/item/circuit_component/synth/proc/start_playing(datum/port/input/port)
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synth.song.start_playing(src)
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/obj/item/circuit_component/synth/proc/on_song_start(datum/source, datum/starting_song, atom/player)
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SIGNAL_HANDLER
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is_playing.set_output(TRUE)
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started_playing.set_output(COMPONENT_SIGNAL)
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/obj/item/circuit_component/synth/proc/continue_if_autoplaying(datum/source, atom/music_player)
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SIGNAL_HANDLER
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if(music_player == src)
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return IGNORE_INSTRUMENT_CHECKS
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/obj/item/circuit_component/synth/proc/stop_playing(datum/port/input/port)
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synth.song.stop_playing()
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/obj/item/circuit_component/synth/proc/on_song_end()
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SIGNAL_HANDLER
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is_playing.set_output(FALSE)
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stopped_playing.set_output(COMPONENT_SIGNAL)
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/obj/item/circuit_component/synth/proc/import_song()
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synth.song.ParseSong(new_song = song.value)
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/obj/item/circuit_component/synth/proc/set_repetitions()
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synth.song.set_repeats(repetitions.value)
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/obj/item/circuit_component/synth/proc/set_bpm()
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synth.song.sanitize_tempo(BPM_TO_TEMPO_SETTING(beats_per_min.value))
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/obj/item/circuit_component/synth/proc/set_instrument()
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synth.song.set_instrument(selected_instrument.value)
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/obj/item/circuit_component/synth/proc/set_volume()
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synth.song.set_volume(volume.value)
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/obj/item/circuit_component/synth/proc/set_dropoff()
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synth.song.set_dropoff_volume(volume_dropoff.value)
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/obj/item/circuit_component/synth/proc/set_note_shift()
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synth.song.note_shift = clamp(note_shift.value, synth.song.note_shift_min, synth.song.note_shift_max)
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/obj/item/circuit_component/synth/proc/set_sustain_mode()
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if(!(sustain_mode.value in SSinstruments.note_sustain_modes))
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return
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synth.song.sustain_mode = sustain_mode.value
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/obj/item/circuit_component/synth/proc/set_sustain_value()
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switch(synth.song.sustain_mode)
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if(SUSTAIN_LINEAR)
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synth.song.set_linear_falloff_duration(sustain_value.value)
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if(SUSTAIN_EXPONENTIAL)
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synth.song.set_exponential_drop_rate(sustain_value.value)
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/obj/item/circuit_component/synth/proc/set_sustain_decay()
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synth.song.full_sustain_held_note = !!synth.song.full_sustain_held_note
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/obj/item/circuit_component/synth/headphones
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display_name = "Headphones"
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desc = "An advanced electronic device that plays music into your ears."
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